XCOM 2
Covert Action Config
94 Comments
Metablueba Apr 16 @ 5:17am 
Does this mod also let you just disable covert ambushes? I always found them more of a time-waster than an enticing mission type.
LightenedDark Feb 13, 2021 @ 9:50pm 
Given how popular this was, it's a shame it was abandoned within a month and a half
Green Raven Aug 19, 2020 @ 2:41pm 
Does this make it so you need three to four troopers out of the box? Or do you need to fiddle with ini files first?
Lebowskichild Jul 8, 2019 @ 6:08am 
So for anyone who has had the same issue as me regarding my previous post, it seems that from testing with the same parameters as below except this time instead of using the console to add the Resistance Ring, this time I played through to the second month and built the Resistance Ring normally.
The changes to the extra soldiers/optionals in the extra config of this mod seem to only kick in after the first month. But seem to be working correctly there after.
Not sure if this has anything to do with New game start options like dlc intergration or the Lost & Abandoned mission. But thought I would share my results.
Lebowskichild Jul 7, 2019 @ 5:26am 
So I've been giving this mod a bit of a test. Firstly I stripped all other mods other than the community Highlander and MCM & I also deleted and regenerated my config in the documents folder.

I start a new game on rookie, deselect intergrated dlc and select the two individual options and also leave the Lost and Abandoned mission unchecked.

I then complete Gatecrasher and when back on the Avenger I add the Resistance Ring using the Console Command and check the Covert Ops that are available.

Using the Config which is for 3-4 soldiers per covert op I can see that FindFaction should be showing the Wound Risk but is not in game. Also it should require 2 soldiers and have the optional 3rd but the optional is not showing up.

The FindFarthestFaction should be showing Wound & Ambush Risk but also shows nothing. It shows 3 soldiers, 1 of which must be a Sergeant which is correct but there should also be a cost of 25 Intel which again is not there.

Fix?
Lebowskichild Jun 23, 2019 @ 1:12pm 
Will this mod work in conjunction with Resistance Ring+?

https://steamcommunity.com/sharedfiles/filedetails/?id=1624997086

It also adds the ability to add multiple Covert Actions, however I'm not sure if the implementation in that mod would still play nicely with yours.
Dzūkian Mushroom Crusade May 30, 2019 @ 2:09am 
Shame there is no option to edit the stat rewards. I don't like how my soldiers inevitably gain 100 health, 100 dodge, and 100 aim, making the late game feel like I am playing with cheat codes or something.
run for your life (Grave) May 10, 2019 @ 8:51pm 
is there an option in the .ini's to mod covert action duration? I want to do it without the other stuff
darkdill Apr 26, 2019 @ 5:49pm 
Is there any chance you might add some MCM options to adjust how much Supplies, Intel, etc. you get as rewards for Covert Ops? I personally find the amounts I get to be too small, but maybe some people will want even smaller rewards than normal.
Briar_Black Nov 1, 2018 @ 9:34pm 
I'm just popping in to say Selecting Mission Types would be a great addition
GrudgeBRINGER Oct 10, 2018 @ 7:57pm 
I really have been waiting for a mod that always prompts a sabotaged mission, so you always have to fight with the team that you send. Aso an option to allow the troops you send to be used in regular missions. In other words, they are not unavailable.
Dragon32 Aug 29, 2018 @ 5:19am 
@a.v.scaletta:
"By default [covert actions] are increased from 50% to 150% randomly."
So if the default is, say, 10 days on legendary then a 150% increase would be 35 days. Or that's how I read it.

@Alex Nares:
Little late, but you need to manually edit "XComCovertActionConfigList.ini"
a.v.scaletta Aug 29, 2018 @ 4:00am 
Hello i have config this mod on "1" all and 1. hunt for chosen assassin 33 days? (play on legendary) is this normal?
Alex Nares Feb 24, 2018 @ 5:52am 
I like this mod, but how do I set it so that missions required 3-4 soldiers/resource? I started a new game with this enabled and I've been playing for a while but all of the Covert Action missions are still the default 2-3.

Using with mod: Multiple Covert Actions
花兔 Dec 20, 2017 @ 3:13am 
Support controller?
Sann Dec 8, 2017 @ 12:30pm 
Hi, thanks for the mod, i just set the multipliers in the MCM menu to 0.1. Was hoping this would make covert ops more or less instant, however it seems to have had no affect. I waited a month for a refresh of missions but they all spawned at 8-12days duration (which actually seems longer). is there somthing i'm doing wrong? thanks
GallowsLTD Nov 11, 2017 @ 2:25pm 
Second vote for selecting wish misison types appear for tweaking your own balance!
Versatility Jones Oct 24, 2017 @ 11:59am 
Cool. Thanks for the swift response (and the mod)! :steamhappy:
Charmed  [author] Oct 22, 2017 @ 4:49pm 
@Versatility Jones planning on adding a thing for that at some point.
Versatility Jones Oct 22, 2017 @ 8:29am 
Is there a way to stop certain mission types appearing in your game? I've only got 16 slots and roughly a third of the offers I get through the ring are useless dross.
DAMMIT GAME I DO NOT WANT THE OPTION OF A TEAM BONDING EXERCISE WHAT HAPPENED TO THAT FACILITY LEAD MISSION YOU WERE OFFERING LAST MONTH?
Albino Blacky Oct 14, 2017 @ 8:32pm 
Oh I see. So the intel and supplies are in the Gameboard ini? I'm surprised they didn't make separate values for those o.o
Charmed  [author] Oct 14, 2017 @ 5:57pm 
They're in the default configs, less than ideally though. In Gamedata, it's abilitypointsbasereward, intelbasereward, etc. However, the intel and supplies ones are shared with points of interest.
Albino Blacky Oct 14, 2017 @ 8:16am 
Is there a way to edit the resource rewards we get from covert ops? (supplies, intel, ap etc)
Alexandr Sep 26, 2017 @ 1:40pm 
Doh, if I hadn't taken a nap, I coulda helped with that! I modified those values a while back, myself, to do the thing where Mob/HP bonuses aren't so prevalent (range of 0-1 makes it so that half of them are duds and, effectively, a slot rolled without a bonus, for anyone who's interested in that). Actual request for functionality, though: Perhaps rolling up the enormous list of Covert Action timetables from gameboard.ini into the actual mod would be a good idea, at some point, for fine-tuning the values yourself without having to go into the game's default files? Couldn't hurt to have them present and commented out, at least!

Also, worth stating again: Thank you so much for A: the mod, and B: your continued work on it! It's a real damn nice thing to have for someone like me!
Bobler Sep 26, 2017 @ 9:43am 
@Charmed
Thank you very much!
Charmed  [author] Sep 26, 2017 @ 9:35am 
I'll add these to the mod config at some point for sure, would've taken me a while to find them if I didn't use this system for another mod. They're in GameData, under the array for the statboosttable. Power level 1-3 are PCS, but power level 4 is for covert actions.

StatBoostTable=(PowerLevel=4, StatType=eStat_Mobility, MinBoost=1, MaxBoost=1)
StatBoostTable=(PowerLevel=4, StatType=eStat_HP, MinBoost=1, MaxBoost=1)
StatBoostTable=(PowerLevel=4, StatType=eStat_Will, MinBoost=3, MaxBoost=5)
StatBoostTable=(PowerLevel=4, StatType=eStat_Offense, MinBoost=2, MaxBoost=4)
StatBoostTable=(PowerLevel=4, StatType=eStat_PsiOffense, MinBoost=1, MaxBoost=2)
StatBoostTable=(PowerLevel=4, StatType=eStat_Dodge, MinBoost=5, MaxBoost=10)
StatBoostTable=(PowerLevel=4, StatType=eStat_Hacking, MinBoost=3, MaxBoost=5)

The ability points one is elsewhere in gamedata, search for soldierabilitypointsminreward for where that block starts.
Bobler Sep 26, 2017 @ 9:15am 
@Charmed
Rewards like - Will/Aim/Doge/etc. Can i then ask where i can edit them pls?(Tried to find them too in base game)
Charmed  [author] Sep 26, 2017 @ 9:08am 
@Bobler it's not an ini edit mod, anymore at least. The covert actions can be made shorter with the duration variables, yes. Which rewards do you mean? The rewards can already be tweaked with the Firaxis configs in various places. Though I suppose for convenience I ought to copy those sections to this mod next time I have an update ready.
Bobler Sep 26, 2017 @ 9:03am 
So, another nice ini edit mod)) Will we be able to change rewards later? And can i make covert actions shorter for example?
Charmed  [author] Sep 24, 2017 @ 12:27pm 
ah, the perils of using find and replace... fixed.
Alexandr Sep 24, 2017 @ 12:13pm 
Speaking of Ambushes, I'm not getting any generated ever. I think you might've made a small mistake in the script-writing: I see a variable called 'CovertActionRiskca_Ambush' that doesn't seem to fit with the formatting of the other two ('CovertActionRisk_SoldierCaptured' and 'CovertActionRisk_SoldierWounded' respectively)
Alexandr Sep 20, 2017 @ 9:43pm 
Correct. Ambushes can have up to 3 of your doodz present, one of which maybe being a Sci/Eng. I just mean that, with the option for 3-4 soldiers on most missions, the new version should be nicer for that sort of thing.
Xilay Sep 20, 2017 @ 8:15pm 
isnt standart 2-3 ?
Charmed  [author] Sep 20, 2017 @ 7:39pm 
@Alexandr unless I am forgetting that I changed my mind, a couple of the ambushes in the default config are with a scientist/engineer to babysit, not a third soldier :P
Alexandr Sep 20, 2017 @ 7:38pm 
Ooh, hell yeah. 3-4 soldiers on most missions means ambushes with your +pod size mod no longer are so deadly! I've had two thus far where I had 2 soldiers against 4 pods of 3x ADVENT with a rather large map to traverse, the only reason I made it out in both cases was Lost being present and awesome for drawing fire! :P
Charmed  [author] Sep 20, 2017 @ 7:30pm 
new feature in this update, and it will again break your configs, sorry. Mod now includes ability to increase the number of soldier slots, with a premade config for 3-4 soldiers on most missions. Also includes a new config file in the mod folder that contains the covert action list and settings. MCM wasn't playing nice so I had to separate that set.
QuickSaveTV Sep 20, 2017 @ 6:11am 
This is really cool, thank you so much for your work!
Xilay Sep 19, 2017 @ 2:49pm 
Okay i found it out , it seems like the alterative mod launcher has a where you can have multiple of the same mod directorys selected , this causes your savegames after restarting xcom to be corrupt , not sure tough what triggered it
RedCrow47mxk Sep 19, 2017 @ 11:16am 
@charmed. AWESOME! I've been looking for this forever :)
Charmed  [author] Sep 19, 2017 @ 10:29am 
@Dr_Killedalot Yes, I changed the data format for them a version or two ago to make future changes much easier, take a look at the defaultcovertactionconfig in the mod folder for how it looks now.
Xilay Sep 19, 2017 @ 10:15am 
Hmm did you at some point change the config files , after using a backup for my configs my savegames are marked as out of date :/
Charmed  [author] Sep 19, 2017 @ 1:26am 
RedCrow47mxk Sep 19, 2017 @ 12:48am 
Hi there. Does this update allow for recruiting more factions heroes at a time? I.e. the, "recruit hero" mission shows up every month now for all 3 factions?
Charmed  [author] Sep 18, 2017 @ 11:53am 
@Alexandr yay! Good to hear and thanks.
Alexandr Sep 18, 2017 @ 11:49am 
Hey, Charmed, wanted to stop by to confirm that the mod is fully working as intended in my current game and all! Yay!
Alexandr Sep 18, 2017 @ 3:16am 
It's worth stating, but, greatly appreciate the work you've put into this mod so far!
Charmed  [author] Sep 15, 2017 @ 11:45pm 
Those are all the ones that have blank artifactcounts by default, perhaps I need to set those to 0, hm.
Alexandr Sep 15, 2017 @ 11:43pm 
Looks like the problem was a mismatch between the Documents\My Games\XCOM2 War of the Chosen\XComGame\Config version of the file, which I edited manually, and the version in the mod folder. Fixed now.
Alexandr Sep 15, 2017 @ 11:29pm 
Getting some errors with this again. Some log spam: [0006.75] Error: Error, LoadConfig (CovertActionConfig.Default__CovertActionConfig_MCMConfig): import failed for RevealChosenMovements_ArtifactCount in:

All the import failures are for ArtifactCount, I have the 3 Reveal Chosen mission types, Gather Supplies, Gather Intel, Increase Income, Find Faction and Farthest, Recruit Faction Soldier and Extra Faction Soldier, and Improve Combat Intelligence. Hopefully this helps chase down whatever bug's causing that.
Charmed  [author] Sep 15, 2017 @ 4:04pm 
@Circle of Psi yeah I could probably do that w/ the next update as an option for the folks that want more faction soldiers quickly.